I just played through Eternal Darkness again. I love that game.
Heres a moveset. Unfortunately, She doesn't use actual "Elemental" spells in her game. What she does is use runes to construct spells. There are only three spells in her in-game arsenal that are actually "Attack" spells (And one of those is technically a "Defense" spell). Still, that is more than enough to construct a moveset.
Alexandra Roivas
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Note on spells: In the game she could have her spells set on three different kinds of "circles of power." These circles consisted of three points (Weakest) Five Points (Medium) and seven points (Strongest). My idea is to make each move a charge attack. The spell can begin, and if you let go of the button, it will let off the weak version. If you let it off as the fifth rune appears, you get the Medium version, and so on. It takes about half of Samus's Charge shot to get the Mid level spell, and a full samus charge to get the seventh. The exception is the "Change alignment" move. If Alex is hit before he is done charging, the spell cannot be cast. Alex cannot hold the charge of a move by Rolling out of it.
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A moves. I such at A-moves, so if someone would like to do a set for me, that would be much appreciated. Remember, she uses a Gladius (Ancient Roman sword). Thats about it, other than that, go crazy, and take the game to heart (It has a funky "Finishing move" system, similar to Onimusha).
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B moves:
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Down B: Change Alignment.
When Alex uses this move, she randomly changes to one of four alignments, Ch'tturga(Red), Xellototh (Green), Ulyouth (Blue), and Mantorok (Purple). These changes offer no stat enhancements except in the "Enchant Weapon" spell, and afford different Super moves and spell effects in some moves. Mantorok is very rare, as it is a bit stronger than the others. it takes about as long as the switch between Zelda and Sheik to use.
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Up B: Damage Field.
Sets up a barrier around Alex that will protect her from harm. The barrier only lasts about 5 seconds. Only one barrier can be out at a time. Alex can walk through the damage field, but enemies cannot without harming themselves. the 5 and 7 point spells have "Floors" that Alex or a trapped enemy could stand on, thus making this a viable recovery move (IF a little sucky).
Three-Point version: A small barrier will appear around Alex. It will do no damage, but will have a very small amount of knockback, like Falco's blaster Knockback. Alignment changes the color and nothing else. Barrier only protects Alex on two sides. The Barrier can be blown away by a strong attack (Though an attack cannot hit the shield and hit Alex in the same swing, though it can hit alex's teammate, or another one of the attacker's enemies)
Five-point Version: A larger barrier appears. It does small damage (1 or two per hit) but has very small knockback. The Barrier is much stronger, and can stand more large attacks before it breaks. Alignment changes the color. The move has a "Cieling" and as thus, opponents can stand on it, though it will do them more harm then good.
Seven point version: This barrier is much large than the Five-point one. it does slightly more damage, and is several character-widths in width, so it would be possible to actually "trap" an opponent inside (Which is technically possible for the 3 and 5 point versions too, though more difficult). Has a cieling. Mantorok Rune causes the barrier to cause a "Poison" state, similar to Lips' stick.
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Foreward B: Magick attack
A direct attack from alex. It materializes as a stream of electrical energy emanating from Alex's Hand, travelling across the ground (At the rate a Pikachu thundershock putters along), and striking an enemy. The enemy must, of course, be touching the ground. Also, it doesn't just stocp there. If there are enemies standing behind the first enemy, it will pass through the first enemy (While striking them) and go after the second one. If no enemies are standing on the ground, the spell will fizzle. the move never has more knockback than Ness's PK thunder.
3-point: Somewhat mid-range attack. Think Mario Fireball. something that it is safe to spam.
5-point: Stronger. Mid-charge samus Charge-shot strong.
7-pont: A little stronger than a fully charged Charge shot from Samus. Mantorok alignment will poison them for a little while.
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Neutral B: Enchant weapon
Enchants Alex's Gladius with her alignment's power. Always lasts about the time it takes a hammer or star to run out. Note that this spell can only be charged to three, but must be charged rune-by-rune, for a Falcon-punch alotment of time.
Chtturga: Strength boost. Attacks do more damage.
Xellototh: Constitution boost. Makes Alex heavier, so enemies can't knock her away as easily. Does not effect her jumping like a Metal box would.
Ulyouth: Magic boost. Makes Alex's B-moves stronger.
Mantorok: No stat boost. Attacks cause poison status.
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Taunt: She drops her weapon, falls to the floor, and says, "This CAN'T be happening!"
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Super: Summon Ancient
Summons an Ancient Elder God to reight down their own brand of butt-kicking on the field.
Ch'tturga: A giant Lobster-monster. Rains damaging red lightening bolts on the field. Alex's pecentage is healed slightly.
Xellototh: A large creature with four arms. sort of like a green alien face-hugger with a huge eye in the middle. Her lightening homes in on the opponents heads, does does not do as much damage. It does have a higher knockback.
Ulyouth: A giant Jellyfish creature. He fires one lightening bold, and it travels from one end of the stage to the other, pushing and damaging the opponents.
Mantorock: A giant mass of purple goo with a mouth. He appears at the bottom of the screen and fires poisonous, damaging gas clouds.